3 Bugs/Crashes, unsure how to proceed - LWJGL3

At various times during my dev, I've encountered the following errors. They were not repeatable. This is what I presume to be a pretty light LWJGL3 build, I had spoken to spasi priorly about setting it up. It includes:lwjgl.jarlwjgl-glfw.jarlwjgl-opengl.jarlwjgl-glfw-natives.windows.jarlwjgl-natives-windows.jarlwjgl-stb.jarlwjgl-stb-natives-windows.jar

The error messages print out black instead of red. They are formatted the same, including a log file. I don't know what to do with these log files. Here is the top. There is local detail below this header on all of them:

C [lwjgl_stb.dll+0x22458]C [glfw.dll+0x8824]C [lwjgl_stb.dll+0x22311] (the first one mentioned)

I see that this is stb and glfw, but, as I say, I can't repeat them. I don't know what I do to incur them. I can't find information on them. Can anyone give me any details or advise me how to proceed?

Lastly, it *may* be that I run out of memory. This project routinely runs out of memory, and memory caps cause bizarre errors. If you told me it *could* be that causing these errors, I would be inclined to believe that until I can insure this build does not risk hitting memory cap.

The above information is not very helpful. The crash logs usually include the Java stacktrace as well, could you please post a complete one?

Sounds like you might not be managing memory allocations properly (e.g. deallocating buffers while they're still in use). Could you also post some relevant code? What stb APIs do you use? How do you handle allocations and why do you run OOM so often?

The problem here is my project is quite large and I don't yet know enough to deduce where I should suspect a problem is. Perhaps your help will help me better know where to look. I will post a full error log in subsequent posts. If you want error logs for all 3 types, I can post all those.

Quote

How do you handle allocations and why do you run OOM so often?

I'm not totally sure how to answer this. I may not understand how to properly allocate memory. Many of these things I've learned in the context of a larger task, such as that example above. It has "chardata = STBTTPackedchar.malloc(6 * 128);". I've tried to ensure these things happen at appropriate environment states and locations, but I may be making a mistake.

I go OOM because of other things I think. It's a big project, lots going on. Don't think it's because anything related to LWJGL is getting out of hand.

RAX=0x0000000000000c01 is an unknown valueRBX=0x000000007986ceec is an unknown valueRCX=0x0000000000000c00 is an unknown valueRDX=0x0000000000000029 is an unknown valueRSP=0x000000000206e370 is pointing into the stack for thread: 0x0000000001f5e800RBP=0x000000012525b0f0 is an unknown valueRSI=0x000000012525b110 is an unknown valueRDI=0x0000000000000004 is an unknown valueR8 =0x0000000000000c01 is an unknown valueR9 =0x000000000206e3c4 is pointing into the stack for thread: 0x0000000001f5e800R10=0x0000000000000048 is an unknown valueR11=0x0000000000000012 is an unknown valueR12=0x000000000206e3c0 is pointing into the stack for thread: 0x0000000001f5e800R13=0x0000000073a27484 is an unknown valueR14=0x0000000000000010 is an unknown valueR15=0x00000000000000ff is an unknown value

Those demos never crashed. But it seems pretty random. Likely due to my implementations in some way.

The crashes so far are rather random in timing, but I have feelings on what it could be.

I've not gotten to try out everything you've suggested, but what you have said makes me feel like I have a better idea what is happening. Not sure how soon I can get to it, but I will respond here when I have progress.

I adjusted my build such that load_fonts wasn't being done when certain objects were created. I may be using load_fonts and these text datas incorrectly. With load_fonts not called at improper times, the program no longer crashes like originally mentioned. Thanks! Happy New Year!